When I am working on a team I often have trouble remembering exactly what I did. That project ended up being Rogue Book.ĥ) On which concepts of the game Roguebook have you worked on? I forget when I first talked to Abrakam - but at some point we started talking about a collaboration on another project. It also had a nice sense of humor and beautiful look. It was in an area of digital game that I am most interested in - games that really feel like the could be paper games but wouldn't play well with paper. For me it stood out as bringing something new to the table, it incorporated a board with tiles in a way that was original. The partnership started with Faeria, a digital card/board game which Abrakam designed. Recently I have been preparing to trying to get some games together, however, and have really enjoyed learning about the many innovative role playing systems that have come out in the last couple decades.Ĥ) Recently, you’ve worked on the game Roguebook from Abrakam Studio. I still am a fan of role playing games, but, sadly, have not played much in a long while. The game showed me a great range of possibilities that I had never imagined could exist in games and I found myself wanting to know all the games that had been made in all areas of game play - and asking myself what was yet to be discovered. ![]() I have credited Dungeon's and Dragons for getting me into games and ultimately making me a game designer. Is this always the case? Do you still play role playing games with friends? After Magic was published, and a great hit, I was excited to be able to go into games full time - though it wasn't without some regret - I liked the academic life as well.ģ) You developed a certain interest for Dungeons & Dragons quite early in your life. Originally I had decided that one couldn't really make a living in games - so I went into mathematics with the intent of doing math research and teaching. The 'aha' moments in mathematics, when you understand something, or prove something, or just make a connection between two things - that reminds me very much of the 'aha' moments in game play where you get a deeper understanding of the game or the position you are in. Cards carry a promise of randomness, skill, and hidden information which are excellent ingredients for a game.Īs far as the connection to math - I think a lot of what I find appealing in games is a part of mathematics - solving problems within an agreed upon abstract framework. I would say games are a big part of my life rather than just cards - though within games cards are certainly my favorite component. How did these passions start for you and are they linked? Many of the projects were quite small, or never came out at all - like a location based game designed in about 2005 or an mmrpg way back in, maybe, 2000.Ģ) When we dive deeper into your career, we notice that cards are a big part of your life, just like math. I coauthored a textbook, Characteristics of Games, which documents a lot of the ways my colleagues and I think about games.Īs far as digital games I have been involved in a wide variety of projects - a few include Sol Forge, Valve's Artifact, and Spectromancer. Since then I have been designing games and, really, studying games in all areas. ![]() ![]() ![]() I am best known as the creator of the first trading card game, Magic: The Gathering, published in 1993. To start the interview, can you introduce yourself and speak about your career in the video games industry? 1) Hello Mister Garfield and thank you for taking the time to answer some questions for our community.
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